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docs: specify mod storage and checkpoint APIs
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# RFC 0003 — Playthrough-scoped mod storage
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## Status
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Proposed. Engine: `SaveData.lua`, `SaveSerializer.lua`, `Storage.lua`,
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`Loader.lua`. Tests: `playthrough_identity.lua`, `storage.lua`, the existing
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save-slot and mod-save suites.
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## Motivation
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`mod.save` intentionally lives inside the normal progress record. That is the
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right home for quest state, but not for independent tool data such as replay
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captures, checkpoint histories, or recovery records: writing it would require a
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normal Pokémon SAVE, and storing copies of progress beneath `save.modData` would
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recursively embed the save that contains them.
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Mods also cannot safely infer which launcher slot or portable filesystem backs
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the active playthrough. Direct filesystem access would expose private paths and
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make isolation dependent on engine implementation details.
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## The decision it extends
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Extends the per-mod persistence contract documented in `docs/modding.md` and the
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wiki's Save Model. `mod.save` and `mod.options` keep their existing behavior.
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## The exact API delta
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Backward-compatible, additive-only. `Loader:_api` binds a new `mod.storage`
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facade to the calling mod id. Mods receive logical keys and decoded values, never
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filesystem handles or physical paths.
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### Lazy opaque playthrough identity
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`SaveData.ensurePlaythroughId(save[, fs]) -> id | nil` allocates an opaque
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32-hex-character identity without consuming gameplay RNG. It is called only when
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`mod.storage` or `mod.checkpoints` first needs a scope; New Game, ordinary SAVE,
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and ordinary load remain byte-compatible when no caller uses either API.
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The id is stored in `save.meta.playthroughId` after allocation. Until the next
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ordinary SAVE writes it into progress, a mapping in `options.lua` keeps legacy
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saves stable by game version and active launcher slot (or the legacy flat-save
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scope). A newly created playthrough never adopts the previous playthrough's
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mapping for that slot.
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`SaveData.persistenceFs([fs])` is engine-only routing used by the storage
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implementation. It follows the same standard/portable backend as progress and
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honors injected test filesystems; it is not exposed on the mod object.
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### `mod.storage:context(game)`
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Returns:
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```lua
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{ gameVersion = "red", playthroughId = "..." }
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```
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or `nil, code, message`. It intentionally omits launcher slot ids and paths.
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### `mod.storage:write(game, key, value)`
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Accepts a data-only table and returns `true`, or
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`false, code, message`. Keys are nonempty slash-separated segments containing
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letters, digits, underscore, or dash. Empty segments, leading/trailing slash,
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`.`/`..`, and other characters are rejected.
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The engine encodes deterministically, stages and decodes a `.tmp` witness,
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preserves the previous valid generation, writes and decodes the main record,
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then rolls the verified bytes to `.bak`. A failed stage or replacement leaves a
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verified prior generation readable.
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### `mod.storage:read(game, key)`
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Returns a freshly decoded table, or `nil, code, message`. It tries main, staged,
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then backup data. A valid staged/backup value is returned and promoted
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best-effort; corrupt bytes are never executed.
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### `mod.storage:list(game[, prefix])`
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Returns sorted logical keys beneath a valid prefix, an exact key when the prefix
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names one, or `nil, code, message`. Physical witness filenames are hidden.
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### `mod.storage:delete(game, key)`
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Deletes only that key's main, backup, and staged witnesses. Returns `true`, or
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`false, code, message`.
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### Scope and errors
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Physical records are scoped as:
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`persistence root / mod_storage / game version / playthrough id / mod id`
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Stable error codes are `not_in_playthrough`, `storage_unavailable`,
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`invalid_key`, `encode_failed`, `write_failed`, `verify_failed`, and
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`not_found`. Ordinary data and I/O failures are return values, not callback-
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terminating errors.
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The restricted serializer's recursive writer runs outside LuaJIT traces. A
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1,000-process GC stress regression found compiled recursion could intermittently
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drop a newly inserted nested identity entry and produce undecodable bytes; save
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encoding is infrequent and I/O-bound, so interpreter execution is the safe
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boundary.
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## Migration note for existing mods
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**Nothing.** No API is removed, no manifest field changes, and no storage path or
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playthrough id is created unless a mod invokes `mod.storage` or
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`mod.checkpoints`. Existing save bytes remain unchanged on the no-caller path.
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## Parity tests
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- **No-mod:** New Game plus ordinary save/load creates no identity or storage
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file; the existing save-slot and mod-save suites remain green.
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- **Engine identity:** lazy allocation, save/load preservation, stable legacy
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mapping, fresh-playthrough replacement, and version/slot isolation.
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- **Public Mod API:** two real API-2 entry chunks prove data-only roundtrip,
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deterministic listing, key rejection, mod/game/playthrough isolation,
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corrupt-main recovery, failure retention, exact delete, and no-mod no-write.
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## Deprecation etiquette
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Nothing deprecated. The additions are one bound public facade and engine-private
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persistence/identity helpers.
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